I never imagined I would meet video game legend and first-person pioneer John Romero, and especially not in Yorkshire.
Last week, a packed-out WX Wakefield Exchange played host to Game Republic‘s Dark and Doomy gathering. The main draw being a Fireside Chat with the bitch-making ‘rockstar’ developer of Wolfenstein 3D, Quake, and (of course) DOOM. Hearing about the event through the Creative Wakefield network, I made sure I was there to meet the man responsible for bringing a touch of Metal to the gaming world.
Equal respect was paid to his wife, Brenda Romero, who had many stories of her own from her work on tabletop games and the Wizardry series. The chat was a fascinating hour of anecdotes and insight, covering how both found themselves in the industry before it became an industry, and touching on id Software’s collaboration with Trent Reznor on the Quake soundtrack.
While I sidled up to grab his Doom Guy autobiography and pose for a very awkward photo (with thanks to Alex from Rebellion for doing the honours) we had a chat about the Doomed 486 days. I spent many entertaining early-nineties nights in the computer labs at Bradford University, waiting eagerly for the shareware edition of Episode 1 to drop, dying repeatedly in countless deathmatches against my peers, and playtesting one of the first-ever .WAD files developed by a classmate. In retrospect, it’s no wonder I flunked.
Although I’m not as eager a gamer as I was back then, I took the opportunity to investigate other game developers sharing projects old and new inspired by Romero’s work. Local luminaries Team17 were in attendance, offering an emulated edition of Amiga classic Alien Breed 3D. Of special interest was Manchester’s Paranomalous Games, showcasing an early (yet playable) build of Voxel Keeper. A spiritual successor to a certain Dungeon-themed game of yore, with more than a hint of Minecraft to empower the 3D domain-tunnelling.
The main event of the evening was The Dark Room, a raucously interactive ‘Choose Your Own Adventure’ game presented by Australian comedian John Robertson, adorned in fetching glowing spaulders that mostly survived the show.
Starting (and very often restarting) in the eponymous room, the game was presented as a sequence of four options, each leading further along the route to freedom or death. Picking a member of the audience for each run through, he improvised his way through their choices as they led themselves to their inevitable demise. With the clock ticking down and a dual effort by the Romeros failing to make it out, things became increasingly manic and sweary – ultimately offering democratic decision to the crowd factions who could shout the loudest.
We did not escape.
It’s a very exciting time to be in and around the WF postcode, with a big push from Creative Wakefield to showcase more engaging events and opportunities in the region. Many of the technologies used in modern film production, especially virtual sets and volumes, owe their origin to the games industry. The divisions between disciplines fade as we find the common ground to tell our tales.
Game Republic: https://gamerepublic.net/
Voxel Keeper: https://www.voxelkeeper.com/
The Dark Room: https://www.thejohnrobertson.com/thedarkroom/
Creative Wakefield: https://creativewakefield.net/









